One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#701 Re: Main Forum » Encountering a would-be griefer in real life. » 2018-12-23 12:36:31

Azrael wrote:
mikekchar wrote:

Great Shawn, i don't know anything about your friend, obviously, but I've "been around the block" a time or two in real life.  Not everybody is wired up the same way.  Sometimes its because of their personal life experience, and sometimes it seems to simply be just how a person is.  However, there are quite a number of people who have difficulty having empathy with other people.  Sometimes they don't seem to realise (or perhaps care) that another person has the same kinds of feelings that they do.  I've heard it described as if you are watching characters in a TV program.  The characters are obviously people, but they aren't *real* people.  They have feelings in the show, but the feelings aren't *real* feelings.  People can look at the world in the same way -- other people are people, but they aren't like *me*.  They have feelings, but they aren't feelings like *my feelings*.  They don't matter in the same way that I matter.

Like I said, people are different and this isn't a binary on or off thing.  You have people who are super empathetic and fall down in a blob of quivering jelly whenever they hear anything bad about other people.  On the other extreme you have people who will punch you in the face because they think the reaction on your face will be funny.  Most people who function well in society are somewhere in the middle and it's a good thing.  Either extreme is a kind of handicap and it's hard to be successful in your life if you are like that.

However, some very intelligent people who have difficulty with empathy have discovered that their lack of empathy makes it easy to manipulate others.  Usually these people are very charming, fun, engaging and all around "great" people.  Because they are often very intelligent, they can use their skills to also be very charismatic and they tend to be leaders.  When it comes to personal relationships, though, they often view it like an equation -- there is a winner and there is a loser.  It makes no sense to be the loser in the equation, so you should just take what you can.

There are lots of ways to rationalise the situation, but what it tends to come down to is, "I want X.  I don't see why someone else should get what they want and I shouldn't get what I want.  I'm going to take X."  Arguments involving empathy tend not to be very effective because the other person is handicapped on that front.  It's like saying, "You shouldn't do X, because it will hurt Homer Simpson's feelings".  It just doesn't register as a sensible argument.

Unfortunately, there isn't much you can do to change this situation.  It is especially unfortunate because a lack of empathy coupled with an intelligent mind and charisma is usually a *very* successful combination in our societies (umm... just look at our industrial and political leaders).  You will find (*especially* on this board) a contingent that will argue very convincingly that this is the *right* way to be.  However, if you are one of the empathetic and you buy into this argument, then *you* will be the one with the handicap.  There will be a winner and there will be a loser, and I'm afraid that *your* lot is the one of the loser.

The only winning move is not to play.  Like I said, I don't know anything about your friend, but just be careful.  You may find that your definition of friendship and their definition of friendship is not quite as compatible as you might have imagined.

Can you seriously screw off?

This whole story from him saying that his friend would kill people in a virtual game? This doesnt determine shit. If you're seriously trying to convince him their friendship wont work because of this game then you have way bigger problems than him or any griefer.

Let the man have fun, empathy doesnt really play a part in a video game with cartoon sprites. I honestly hate people like you who take this video game to a whole new level, as if this determines anything. I grief, what am i now an unempathetic sociopath?

Your reasoning based on this VIDEO GAME is absurd and if youre telling people to end friendships than im more scared of you than this man who said he'd kill in the game.

Get a life stop taking this so seriously.


oh wow, and you took this from a guy teling a kid to be careful?

#702 Re: Main Forum » Snowballs and you: » 2018-12-21 10:46:28

TEN SECONDS?

Damn, lets start murdering people with balls so Jason will realize this is a mistake. I'd have said 2 seconds was nice.

#703 Re: Main Forum » Animals and the step on items exploit » 2018-12-21 10:42:41

lionon wrote:

The issue is simply, "animals" are at the current stage of the engine actually items that move around and there is no such thing as multiple items on a cell.

The solution would be to have animals be their own layer. Or to share the layer with the players.

Possible, sensible, not trivial


yeah, If I recall correctly that's really what Jason said. It might take some time to rewrite but I think anything making the game so much easier for pros and not newbies should be rebalanced. He even said he might do it.


About zoom, that is harder to solve. Jason didn't make zoom and isn't gonna balance the game based on that. People are free to play on easy mode it they want. I don't because it'd take the fun out of grindy jobs I like (like gathering iron).

#704 Re: Main Forum » Getting Stabbed for Teaching New People » 2018-12-20 12:10:14

Gederian wrote:

If you abandon me as a kid I will probably murder you if I grow up. You tried to kill me, i'll kill you. I don't care if you're the Pope.


You are one very special snowwflake if you do this and you should feels disgusted. People won't always raise you, it's not their obligation. Grow the fuck up.

#705 Re: Main Forum » Get Onboard With The Bell META » 2018-12-19 18:34:19

Azrael wrote:

Youre fighting fire with fire to just get burned, if you stab them you're asking to get stabbed and then they are asking to get stabbed and so on.


That'll only happen if you're helpless as a killer. Just talk to smart people around the town and kill the actual murderer offscreen. It's not hard to get people like this killed because anyone with half a brain will notice their play pattern. People rushing to kill others without communicating is why some actual good players get killed sometimes. Not everyone around you is a peasant, some people are also watchful.

If you think killing griefers isn't an actual deterrent im sorry but you'll probably watch a lot of lines dying.

#706 Re: Main Forum » Animals and the step on items exploit » 2018-12-19 14:49:14

Jason stated something along the lines of he being able to change it but would need to take some time to do it.

#707 Main Forum » Animals and the step on items exploit » 2018-12-19 11:32:48

Booklat1
Replies: 7

Most older players are aware of this but if you step on a tile which has an item you can effectively avoid all animals. In fact, animals can't step at all in tiles with items, making it even possible to lock animals by cluttering the space around them/keeping them to biome borders.

Now, I don't wanna make this game harder on newer players, but I think we should have animals capable of stepping on stuff. Jason has said he might work on this feature and I think it'd be great. Mostly its older players that use this trick to survive, so it really feels like a cheap exploit (how dangerous is it to gather iron when 90% of the times you can avoid all wolves by just being careful?).

What do you guys think about it? Personally, I believe this makes bear attacks more interesting and early game scouting more dangerous. Maybe to compensate the added difficulty we get some tech, like bear traps.

#708 Re: Main Forum » Get Onboard With The Bell META » 2018-12-19 11:25:16

lionon wrote:
dangergirl713 wrote:

Whenever I ring the bell, usually someone comes along into the camp and eventually murders me or someone else in the camp. That's the true meta of the bell.

Sadly enough I once travelled to a bell town and really made it, while still having 2 children there, one of them also got it in his mad head, he needs to murder everyone not related ... *sigh*


We should murder anyone trying to kill other lines tbh. This is one of the main reasons we don't have bigger civs and longer lasting cities at the very least.

#709 Re: Main Forum » The most toxic player I've ever met. » 2018-12-19 11:22:06

Always stab assholes. Always.

If you're still young. Find a good smith or a good sheperd, which are likely to be smart players, and tell them what is going on when someone is a jerk. They'll be aware in case something else happens, maybe stab the asshole. Just make sure you try to keep working, people will notice you're not a sponge.

#710 Re: Main Forum » To make the game even harder, it needs to be made easier. » 2018-12-18 14:25:25

The game difficulty changes a lot throughout the techtree and it is true there is a clash between more grindy/survivalist players and rp ones. I disagree that social skills and creativity are a characteristic of rpers only though. If that was the case you wouldn't see pein building cute pens and tarr doing mad science. Social skills might help survivability on occasion and that is why better communication is indeed necessary. Honestly, I believe the solution for these different issues is making the game harder for pros and slightly easier/give more easy rewarding tasks for new players. This way pros remain engaged at all moments in many different activities and learning players and roleplayers can still contribute while having fun.

By each civilization state i suggest:

Eve camps: Eveing is easy but very grindy and your success extremely dependant of other players. I don't believe it is very rewarding for roleplayers forcing a story but the crisis generated by wrong choises in this era can be quite entertaining for both eve and kids, and pros and newbies. Animals, getting lost and starving are the main reason new people die in this stage while pros mostly never die while eveing and keep chaining for days, only occasionally dying to a hiden snake/wolf. To make it easier on newbies I think more single use food items like onions, wild carrots and burdocks could exist and more depth be added to the map with rare resources and landmarks existing, giving players a better understanding of the map. If all this new stuff translates into later tech this would be great. To make it harder on pros I suggest making animals step on items, fixing a very know exploit that only really helps pros.


Pre-sheep farming: Very grindy stage for pros. Finding iron, making pottery, smithing, upgrading wells, all can be done by all sorts of players but a pro will do every one of these tasks fast (except iron gathering) if the town is being well mantained by others. Newer players actually do important jobs in this era since berry farming and pie making here are a good way to help pros keep doing their work. I would like to see newer players in this stage of the game being pushed more to the world outside towns by giving entertaining tasks for them to do. Stuff like trapping rabbits, hunting animals for food, collecting eggs, stuff that give you a neat reward if you go out and grab it. As long as these are designed to be fun tasks people will do it more than berry farming. This way people may even learn the importance of other tasks like mining and getting lamb for compost. Pros alrerady have a hard time here so maybe branching up a bit the tech so they can have options in case their 30 minute walk for iron hasn't been successful.


Sheep era: Composting is easy, but it sucks that you gotta do it if you want to progress. See, the problem with compost is that it is wasted if people only use it for food. You need rope for tech, and a lot of it actually. If you have no compost being made, maybe lacking some of the crops needed for it, you'll have to work your butt off to get to a point where you have enough compost that farming is sustainable. And then do extra to progress. Sure you can gather rope in the wilds but that is after you have a horse-cart and newer players will most likely blow this task horrendously. At one point we should get better rope making in this game and I think it should be in sheep era. Another techbranch of rope making items would be another task for pros to strive while alowing others to use compost for their projects. This is the last stage in which water is an issue. Once you have a newcomen pump and many trees or the oil pumps you are safe from water shortages. The last patches have made this era much more entertaining already without solving the compost grind. It's also quite the same for newbs as it was before the changes. Newer mechanics like reasonable food decay, inorganic fertilizers and more clothing/apparel options would help sheep era become a more diverse experience.


Machine era: I havent played much with these features but this era features reasonable water production, huge iron sinks and considerable need for rubber and oil producing. Its a lot of hardwork to get to distillers, lathes and diesel pumps. Cars are a tough cookie too but they aren't that much better than horses so i don't think pros would bother with them long term (if the game didn't change). This whole meta is quite new but it adds cars to roleplayers which gotta be a fun thing, and A LOT of work for grinders. Newer players might feel lost with all this hard tech but the clear differences from sheep era might count for a sense of progress to them. I believe this era is fine as it is, we should strive to make earlier eras more interesting (again) to give this stage more challenges to overtake.


Beyond: As new tech is added and our needs covered this game will also have to get more dimensions. Should we always make tools to make soil and make soil to make food? Why not get food in the wild if someone cut all wheat and let all carrots seed? Why not make imestone into fertilizer through a chemical process? Why not plant more trees if you havent found oil? Why not build heaters to fix that snow patch in the middle of the town? Why not make inseticides to kill mosquitoes? Why not make bear attacks and homes more interesting by making animals step in stuff?

#711 Re: Main Forum » Nocturnal Infertility » 2018-12-18 12:22:09

Can this game support playermade translations? If so the game could maybe spread to non-western markets better.

#712 Re: Main Forum » Natural bug repellent » 2018-12-17 17:15:25

lionon wrote:
Glassius wrote:

The main issue: Jason wants to keep jungle balanced, as this is a biome which should provide high profit (bananas) for high risk (mosquitoes). If we are applying counters to mosquitoes, we would also need few bananas or more threats. I would add jungle snakes and jaguars smile

With current state of affairs I see following issues:

1: Bananas are now a temporary profit useful on startup or travelers, but mosqs are permanent pest.
2: Mosqs can happen literately everywhere due to them wandering far outside their biome and invisible mini-jungle-biomes.
3: While being naked mosqs are a only a minor inconvenience making you unproductive for a minute or two, otherwise useful clothes suddenly become a death trap.


These are the very reasons I think mosquitoes need some sort of counter, just a labour intensive one to produce. repellants are nice mid game but we could really get inseticides as a late game tech. Its not like jungles without bananas are straight up OP, heat helps a lot but small deserts do that too.

#713 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-17 17:11:09

CrazyEddie wrote:

The number of servers in use doesn't matter, what matters is the number of lineages. When population starts falling, the number of lineages that can be supported must likewise fall - it's a mathematical certainty. This means that no matter what, one by one the lineages will have fewer and fewer children and then die out.

Not all lineages will die, depending on how low the total population (across all servers) falls. But most will.

Edit: In other words, exactly what betame said in his post about nocturnal infertility.


That's not true, the number of servers do matter. When servers are full you are redirected to the next server. You could've otherwise spawned as an eve in the previous server but, if there were girls not on cooldown, you'd spawn as a kid. Less servers might mean more lines per server, but it means more spawns in that server overall. I doubt most of these spawns would be line starting spawns (AKA eves).

#714 Re: Main Forum » PSA: do NOT drive a car or horse if you're new! » 2018-12-17 15:56:22

hmrka wrote:
Alias wrote:

Hey, you were my mom. I was your first kid! Awesome place, very advanced. But cluttered and it cost me life - I starved in the middle of the town at 40 just as I was forging hoe everyone wanted. Still it was a great run and watching that racing car was awesome. Great job with iron.
Pity one of my siblings lost it somewhere.

Thanks! was very nice to have my first child stay with me. smile by looking at the family tree I see the family is still living!

here you see two good players, a smart eve and a smart eve kid that actually stays around. kudos.

#715 Re: Main Forum » Tarr's breeding machines » 2018-12-14 22:58:21

can the person escape by mounting a horse entering the prison?

#716 Re: Main Forum » suggestion discussion - Radios » 2018-12-14 21:09:37

Kinrany wrote:

Radios talk with speech bubbles and repeat anything said on the same tile with an active radio in range?

Pretty much, yeah. Except i'd say their range could b infinite like bells.

#717 Re: Main Forum » okay, so why do we have cars? » 2018-12-14 18:12:11

Cars provide us an iron sink and more efficient means of long distance scouting. Also some extra tech for bored players to craft isnt bad.

My issue with cars is that they still don't fix the biggest issues with transportation, which are the incapability of travelling in groups and towns having few reasons to explore. The biggest reason one would have to explore nowadays would be finding females. Most lines die to a lack of fertile females and being able to get one from another village is a nice way to save your doomed one. However, with current transports we can't hope to travel together, and cars don't fix that.

Cars will be fun once we need to go out of our towns for more than iron and occasionaly rabbits/weed.

#718 Main Forum » suggestion discussion - Radios » 2018-12-14 15:58:33

Booklat1
Replies: 6

We need more means of communications, specially among different villages. We also need more late tech.
What if we had radios that allowed all radios in the same channel to have a conversation? Radios would need electricity, so I imagine copper too (and new resources are always welcome).

What do you think, is this a nice mechanic? would it actually help city communication?

#719 Re: Main Forum » Suggestion: Dog names » 2018-12-13 17:26:52

When dogs were permanent they were much much worse. Dogapocalypse was not fun.

Dogs should just be a necessary part of some techtree, like to trap rabbits for domestication. In the forums there are a lot of posts suggesting dog training ideas, some pretty good.

As they are now you can pretty much consider them rp only or griefing depending on where you draw the line on the "using important resources for bullshit" scale. If they're ever made more useful I'd love to see them being also straight up cooler, like real doggos. Names are a very nice idea for exactly this.

#720 Re: Main Forum » Pssst. Next Update. SPOILER WARNING! » 2018-12-13 17:16:26

lionon wrote:

Pessimistic guess, in the end it will just nerf the newcomen pump with kerosine once again and make the techtree yet more complicated to get on the equivalence of current efficiency...

That's very damn likely. Either this or make diesel much more efficient and have some other uses. Maybe even add upgraded versions on some of the other machines.


Tech just for the sake of tech is boring and Jason knows this, hopefully when he's layed the groundwork well enough we'll start branching on oil techtree. I still think we could've gotten more steam technology actually, so it'd would really feel like different villages were progressing as a whole.

#721 Re: Main Forum » Pump Beam Kit makes branch collection much more efficient » 2018-12-13 12:31:45

i'd say it doubles you collection rate as we could previously fit shafts in baskets (2 +food or sharp stone, or 3 shafts even)

But it's great you don't need a basket. Eves can give their basket to kids and go get branches.

#722 Re: Main Forum » Paint buckets should have two uses » 2018-12-10 19:52:51

People have suggested paint brushes before and I think it would be a good way to make your paint have more uses.

#723 Re: Main Forum » (Spoiler) The Oil Update Guide » 2018-12-09 11:53:11

Tane wrote:

Iron is going to become more important that food soon

Iron's only ever important when you run out of food, so unlikely. Might still become a major econonomy drive like soil and water, as it should be.

#724 Re: Main Forum » Difficulty progression idea » 2018-12-08 22:24:54

All that you describe will be fun for the first 2 or 3 times at best. Forceful solutions for more diverse game experience always result in the opposite. When you start setting timers for specific civilization ending events you make sure they are inevitable. Civs dying because of no girls is very common but it's not guaranteed this will happen.

From jungles to machines, all updates have made more late game content without making early game harder. Water nerfs don't actually hit sucessful eve camps and bananas even help them. Sheep era villages are the ones hit the most since they need to use axes, shovels and hoes a lot while still needing a lot of iron to go higher iin tech. Iron nerfs was the last update that made it tougher for eves (and banana nerf but that was a very necessary fix).

We have been stuck in sheep era for months with only cows and tree farming shifting the meta, always settling in desert/grass/swamp and pilling iron for no use. All that came since iron nerfs is to prevent this exact situation without killing early gens, slowly but well thought out, I don't see how dropping this project benefits the game in the slightly.

its hard to see the effects of city communication until you revive a city by eve chaining + bell and spawn there later to find a library with your eve name but i assure you, its priceless.

#725 Re: Main Forum » better transportation (traveling together) » 2018-12-08 19:35:05

Has anyone found other civs while searching for oil or iron since the last update? I have a feeling this will start happening sooner than we think

Board footer

Powered by FluxBB